atom feed95 messages in org.blender.bf-committersRe: [Bf-committers] Collada importer/...
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Juan LinietskyJan 7, 2012 12:04 pm 
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4 later messages
Subject:Re: [Bf-committers] Collada importer/exporter kickout
From:François T. (fran@gmail.com)
Date:Jan 9, 2012 5:30:45 am
List:org.blender.bf-committers

I had a quick look at the code, and decided it was overly simplistic and wouldn't handle a lot of valid cases correctly. A mesh shared between two objects for example, I think would end up stored as two meshes rather than one with multiple links to it.

this is too bad because AFAIK collada is well designed to support instances. Actually the entire design of it is based on that (or did collada structure change so much since I looked into it a few years back.

Having a scripted exporter is easy to write, I agree. But OpenCOLLADA is

only 5% about exporting and 95% about importing files into DCC tools. I do not expect a <1k LOC Python script to successful import any DAE files...

maybe the importer should focus first on "well" exported collada ? again my importer back then was a 2 cents one, but I was able to import (was only working on importer at the time) scene, camera, mesh, material from maya, max, xsi & blender without trouble. Maybe we were using a plugin for max I can't remember, but I don't remember having special cases for one of the program. I remember Max was using a lot of "technics" node for specific feature which yes I was not supporting but is that really a priority ? It was probably not coded the smart way or the most optimized way, but by importing first all library and relinking all dependencies together then... it wasn't much of an effort though. But again since my importer was so simple and didn't import everything, there is probably cases I never met. Is there a doc somewhere which defines all those "exceptions" ?

cheers,

F.